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January 2013




                                     Gamification
                                  A short intro to Gamification in Retail
                                      “designing for engagement”




This presentation is partially based on Ken Werbach’s course at Coursera
What is gamification?
The integration of the mechanics that make games fun and
absorbing into non-game platforms and experiences in order to
improve and engage participation


Practical categories:
   External (for example, consumer engagement)
   Internal (for example, office incentives)
   Behaviour change (for example, fitocracy.com)
…and remember

No point in gamifying unless it is effective

Gamification is great for motivation - fun is
powerful
Samsung Nation: Online community
Why Gamify?
              Engagement gap - The more people
              use it, the more fun it is
              Choices - Lack of variety, either you
              check-in or you don't
              Progression - Checking-in the
              hundredth time is like checking-in the
              first time
              Social - Relationships with friends
              Habit - "If you have to think each time,
              you're not going to do it all that much.“
Gamification hype




                    Gartner hype cycle 2012
Successful Gamification: design rules
The importance of balance
     Not too hard, easy, overwhelming, underwhelming


Player journey
     Onboarding - there's a beginning, a middle, and an end
     Scaffolding - an introductory task (how to do something, a deep learning process)
     Pathways to mastery - acquire and achieve a real skills


Create an experience
     Don’t forget the fun!
LinkedIn: Onboarding through
gamification
Nike Plus: Making Fitness Fun
What things are fun?
Winning                Collecting
Problem-solving        Surprise
Exploring              Imagination
Chilling               Sharing
Teamwork               Role Playing
Recognition            Customisation
Triumphing             Hanging out
Who are your players?




                  http://frankcaron.com/Flogger/?p=1732
Asos: Sharing your outfit
It’s all about motivation




                   http://www.slideshare.net/gzicherm
How to sell more computers?
Be the buyer
Be the buyer

“..the BTB voters’ feedback
plays a huge role in the
selection of styles we sell on
ModCloth and helps us make
better decisions about how
deeply we buy into certain
styles.”
Gamification Design Framework
Design thinking principles       D6 design framework:
Purposive because it has a       DEFINE business objectives
goal                             DELINEATE target behaviours
Human centred (it is about the   DESCRIBE your players
user experience )
                                 DEVISE activity loops.
Balance of analytical and
creative                         DON'T forget the fun!
Iterative and focus on the       DEPLOY the appropriate tools
player journey
Tools and Platforms
Gamification Risks
“What we’re currently terming gamification is in fact the
process of taking the thing that is least essential to
games and representing it as the core of the experience.
“
Pointsification
Exploitationware
Privacy
Gaming the game
Smart Gamification

        Player                  Business
        needs      Smart
                                 Goals
                 Gamification
Examples in retail: H&M
Examples in retail: Lookbook.nu
Examples in retail: Trendencias.com
Thanks!
  pablo.peris@raona.com
http://twitter.com/pabloperis

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A short intro to Gamification in Retail

  • 1. January 2013 Gamification A short intro to Gamification in Retail “designing for engagement” This presentation is partially based on Ken Werbach’s course at Coursera
  • 2. What is gamification? The integration of the mechanics that make games fun and absorbing into non-game platforms and experiences in order to improve and engage participation Practical categories: External (for example, consumer engagement) Internal (for example, office incentives) Behaviour change (for example, fitocracy.com)
  • 3. …and remember No point in gamifying unless it is effective Gamification is great for motivation - fun is powerful
  • 5. Why Gamify? Engagement gap - The more people use it, the more fun it is Choices - Lack of variety, either you check-in or you don't Progression - Checking-in the hundredth time is like checking-in the first time Social - Relationships with friends Habit - "If you have to think each time, you're not going to do it all that much.“
  • 6. Gamification hype Gartner hype cycle 2012
  • 7. Successful Gamification: design rules The importance of balance Not too hard, easy, overwhelming, underwhelming Player journey Onboarding - there's a beginning, a middle, and an end Scaffolding - an introductory task (how to do something, a deep learning process) Pathways to mastery - acquire and achieve a real skills Create an experience Don’t forget the fun!
  • 9. Nike Plus: Making Fitness Fun
  • 10. What things are fun? Winning Collecting Problem-solving Surprise Exploring Imagination Chilling Sharing Teamwork Role Playing Recognition Customisation Triumphing Hanging out
  • 11. Who are your players? http://frankcaron.com/Flogger/?p=1732
  • 13. It’s all about motivation http://www.slideshare.net/gzicherm
  • 14. How to sell more computers?
  • 16. Be the buyer “..the BTB voters’ feedback plays a huge role in the selection of styles we sell on ModCloth and helps us make better decisions about how deeply we buy into certain styles.”
  • 17. Gamification Design Framework Design thinking principles D6 design framework: Purposive because it has a DEFINE business objectives goal DELINEATE target behaviours Human centred (it is about the DESCRIBE your players user experience ) DEVISE activity loops. Balance of analytical and creative DON'T forget the fun! Iterative and focus on the DEPLOY the appropriate tools player journey
  • 19. Gamification Risks “What we’re currently terming gamification is in fact the process of taking the thing that is least essential to games and representing it as the core of the experience. “ Pointsification Exploitationware Privacy Gaming the game
  • 20. Smart Gamification Player Business needs Smart Goals Gamification
  • 22. Examples in retail: Lookbook.nu
  • 23. Examples in retail: Trendencias.com

Notes de l'éditeur

  1. http://insidefmm.com/2011/10/how-modcloths-be-the-buyer-program-crowdsourced-its-way-to-success/